
An isolated wall and a stone in front of the tavern drew attention during the Tristram review. The investigation located elements of the old native scenery that were still being drawn alongside the imported building. The fix removes those remnants when the corresponding model is loaded, preserving the tavern's artwork.
The adjustment in commit feb9ca77e has been installed in the same Iniciar-Tristram.cmd launcher since October 9, 2026, at 00:44, Brasília time. This is a limited scenery-composition fix; the town remains under review.
Why the fragments appeared
The imported tavern already provided the building's masonry, but the visual replacement did not cover all of the old facade artwork. A native filler stone also remained in front of it, outside the conservative boundary used to hide elements replaced by the architecture.
The adjustment stops drawing 20 cells of the old facade and one specific stone group made up of four cells. Identifying that stone requires an exact combination of position, native pieces and association with the imported tavern. This avoids extending the removal to neighboring stones. Without that model loaded, the native fallback path is preserved.
The stone group has 1,760 triangles, which are now hidden in this case without changing its geometry. This count describes the visual cleanup; it is not a measurement of a performance gain. The model, its master, scale and placement adjustments, lighting and textures remain unchanged. Native collision and actors were also preserved.
Before and after with the same camera
The two images below come from the integrator's own reproduction, with the same camera and the same starting scene. They are offscreen CPU previews, produced without capturing a gameplay window or running the comparison on the GPU. The opening image shows the result after the fix.


The images were published in full, as lossless WebP, retaining 960×720 and every pixel of the two authorized sources. Neither was cropped, retouched or generated again.
What the comparison confirmed
The before-and-after reproduction passed 113 checks per version, with 54 comparisons and eight orbit views. The native map and architecture files compared remained byte-for-byte identical. This supports removal of the remnants in the exercised set, preserving the imported architecture and intended fallback behavior.
The Release x64 build passed before installation. The three aliases received the same executable, with a backup, and no process was terminated. The 44 profile files retained their bytes, sizes and timestamps during installation; subsequent launcher preparation changed only its expected runtime receipt.
Validation is finite: a historical failure in the broader suite related to the Cathedral's footprint remains separate and was not resolved by this tavern adjustment. The result does not mean the entire scenery suite passed. There was no new GPU run, FPS measurement, physical input test or full artistic acceptance.
Tristram's review continues
The next check is to observe the tavern in the usual play session and continue reviewing objects' orientation, proportions, materials and fit. The fix does not regenerate the model or complete the town assembly, HUD or editor tools.
The goal remains all of Diablo 1 in 3D. The Map Builder and first procedural level workstreams have private prototypes under review; the corresponding add-on remains disabled pending identity checks, and no new procedural 3D level is installed or playable. See the roadmap to distinguish the current delivery from the next milestones.



